Originally Posted by Faelion
Great! Now I need to figure out JKA's variables and functions for cmds. I found each place that I need to put a piece of code, but I need to decide what goes into it.
Does the g_cmds call the bg_pmove at any time? Is it the other way? Do I only put animation information into bg_pmove? Does g_cmds only make the command appear in the console? How are g_cmds and bg_pmove connected?
Answering those will speed it up a lot.
g_cmd does not directly call into bg_pmove. What you're going to do is use G_SetAnim() to set the character's animation in g_cmd with a command and then alter movement code in pmove (when the animation actually filters down and is played).
Check out how the "debugSetBodyAnim" is done to see an idea of what you're doing for the command part of it.
Check out "broken parries" (IE OJP stuns) in the OJP Enhanced code to see an idea of how the pmove side of things should be handled.
Originally Posted by DarthDie
No commands appearing in console by pressing TAB is client side.
Well, technically the client code needs to be updated so that it will show up as a command on the client side, but this isn't a requirement of getting it to work.
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